This paper explores the idea of learning from video games, a subject which has earned increased attention over the past several years in the academic community, yet remains an area in need of even further exploration. The author discusses how particular elements of video games are beneficial to learning and considers how these concepts may be applied to the classroom or homework settings, considering both the potential advantages and disadvantages of employing this technology.
de Luna, Christian
"Learning as Fun: What Video Games Do that Classrooms Do Not,"
Momentum: Vol. 1
, Article 14.
Available at: http://repository.upenn.edu/momentum/vol1/iss1/14